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2012-08-15Implementing PRIM_LINK_TARGET in a non-recursive fashionSignpostMarv1-1/+1
2012-07-19Fix slow loading of task inventoryMelanie1-1/+1
2012-07-12Remove IClientAPI.GetClientEP() in favour of existing identical ↵Justin Clark-Casey (justincc)1-1/+0
IClientAPI.RemoteEndpoint.
2012-06-13Remove long obsolete and unused IClientAPI.KillEndDone()Justin Clark-Casey (justincc)1-2/+0
2012-06-12Set IClientAPI.IsActive = false early on client removal due to ack timeout ↵Justin Clark-Casey (justincc)1-6/+3
rather than using IsLoggingOut flag. IsActive is more appropriate since unack timeout is not due to voluntary logout. This is in line with operations such as manual kick that do not set the IsLoggingOut flag. It's also slightly better race-wise since it reduces the chance of this operation clashing with another reason for client deactivation (e.g. manual kick).
2012-06-12In PresenceDetector.OnConnectionClose(), use the IsChildAgent check already ↵Justin Clark-Casey (justincc)1-6/+16
available on IClientAPI.SceneAgent rather than retrieving it again by scanning all scenes.
2012-05-12ªTEST MESS* reduce animation packets send. Added onchangeanim event with ↵UbitUmarov1-0/+3
parameters to define if to add or remove, and if to send anims pack on that evocation, etc
2012-03-29refactor: Stop passing both IClientAPI and agentID to friend event ↵Justin Clark-Casey (justincc)1-3/+3
listeners, these are redundant. Replace a few magic numbers with FriendRights enum already used elsewhere.
2012-03-29Add back parts of reverted changes that were not concerned with child agent ↵Justin Clark-Casey (justincc)1-1/+1
caching. This adds ScenePresence to IClientAPI.SceneAgent earlier on in the add client process so that its information is available to EventManager.OnNewClient() and OnClientLogin() Also add a code comment as to why we're caching friend information for child agents.
2012-03-29Revert "Simplify friends caching by only doing this for root agents - no ↵Justin Clark-Casey (justincc)1-1/+1
functions require caching for child agents." We need to cache child agents so that friends object edit/delete permissions will work across boarders on regions hosted by different simulators. This reverts commit d9f7b8549b3cb9699eb8bd54242d31aac0f8241a.
2012-03-28Simplify friends caching by only doing this for root agents - no functions ↵Justin Clark-Casey (justincc)1-1/+1
require caching for child agents. This allows us to avoid unnecessary multiple calls to the friends service. All friends functions originate from the root agent and only go to other root agents in existing code. This also allows us to eliminate complex ref counting.
2012-03-21Instead of loading default avatar animations in both SLUtil and ↵Justin Clark-Casey (justincc)1-2/+1
AvatarAnimations, load just in AvatarAnimations instead. This lets us remove the dependency of OpenSim.Framework.dll on data/avataranimations.xml, which is not necessary for ROBUST. This commit also takes care of the odd situation where animations are stored and used internally with uppercase names (e.g. "STAND") but scripts refer to them with lowercase names (e.g. "sit").
2012-03-15 added ObjectPhysicsProperties http event message to send viewer that data. ↵UbitUmarov1-0/+2
For now on caps/EventQueue, and still only used on a material change...
2012-03-13initial suport for ExtraPhysical parts parameters. Reading from llclientView ↵UbitUmarov1-1/+1
to SOP including SOPserialization (not to databases). No action on physics still. No send to viewer, etc
2012-03-10BIG MESS. changed Iclient interface so only one event is used to inform ↵UbitUmarov1-0/+3
scene about position scale or rotation change by client (others can be added). Its served at SceneGraph that does permition checks, undostore and sends down to SOG. changed values are stored in a class (ObjectChangeData) and what is changed as a enum (ObjectChangeWhat) with bit fields and 'macros' of this for better readability (at top of scenegraph.cs lasy to find better place for now) this can be extended for other things clients changes and need undo/redo. SOG process acording to what is changed. Changed UNDO/redo to use this also (warning is only storing what is changed, previus stored all, this must be checked for side efects. to save all PRS change commented line in scenegraph). Still have excessive calls to ScheduleGroupForTerseUpdate. **** UNTESTED ****
2012-02-03Fix: Covenant changed time not set ↵PixelTomsen1-1/+1
http://opensimulator.org/mantis/view.php?id=5869 Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
2012-02-02Replace ParcelAccessEntry with a new struct, LandAccessEntry, which moreMelanie1-2/+2
accurately reflects the data sent by the viewer. Add times bans and the expiration of timed bans. Warning: Contains a Migration (and nuts)
2012-02-02Make ban, eject, freeze and the scripted versions of those work.Melanie1-2/+2
2012-01-20Telehub Support:BlueWall1-0/+5
Support for viewer side of telehub management. Can manupulate Telehubs and SpawnPoints from the viewer estate managemnt tools. This is a work in progress and does not yet persist or affect teleport routing.
2012-01-16Remove monocov and other obsolete nant build targets.Justin Clark-Casey (justincc)1-0/+8
monocov was a code coverage attempt 3 years ago which no longer works. other removed targets have been commented out or unused for a very long time
2011-12-10Implement handler for TeleportCancel inbound packetMelanie1-0/+3
2011-12-08On a new client circuit, send the initial reply ack to let the client know ↵Justin Clark-Casey (justincc)1-0/+6
it's live before sending other data. This means that avatar/appearance data of other avatars and scene objects for a client will be sent after the ack rather than possibly before. This may stop some avatars appearing grey on login. This introduces a new OpenSim.Framework.ISceneAgent to accompany the existing OpenSim.Framework.ISceneObject and ISceneEntity This allows IClientAPI to handle this as it can't reference OpenSim.Region.Framework.Interfaces
2011-12-04Implement ChangeInventoryItemFlagsPacket handlingMelanie1-0/+2
2011-11-06Convert SendKillObject to take a list of uint rather than sending oneMelanie1-1/+1
packet per prim. More to come as we change to make use of this.
2011-10-17refactor: Make IClientAPI.DebugPacketFormat a property rather than a setter ↵Justin Clark-Casey (justincc)1-2/+2
without a getter
2011-10-14refactor: rename IClientAPI.SendPrimUpdate() to SendEntityUpdate() since it ↵Justin Clark-Casey (justincc)1-1/+8
sends entity updates (including presence ones), not just prims.
2011-10-03Remove usage of Linden packet types from inside Attachments Module and interfaceDan Lake1-2/+1
2011-09-22Reinstate option to land an npc when it reaches a target.Justin Clark-Casey (justincc)1-1/+1
This is moved into ScenePresence for now as a general facility
2011-08-30refactor: migrate DropObject handling fully into AttachmentsModule from SceneJustin Clark-Casey (justincc)1-1/+1
2011-08-10early code to allow scripts to force npcs not to fly when moving to targetJustin Clark-Casey (justincc)1-1/+1
this is to allow walking on prims. it will be up to the script writer to be sure that there is a continuous path. currently implemented in osNpcMoveToTarget(), but none of this is final.
2011-08-09When an NPC is created, stop telling neighbouring regions to expect a child ↵Justin Clark-Casey (justincc)1-1/+1
agent
2011-08-03get rid of vestigal move to parametersJustin Clark-Casey (justincc)1-1/+1
2011-07-23Fix LLTextBox to work with the updated libOMVMelanie1-1/+1
2011-07-23Fix LLTextBox to work with the updated libOMVMelanie1-1/+1
2011-07-01Add an async inventory details sender to respond to FetchInventory packets.Justin Clark-Casey (justincc)1-1/+1
If a user with a very large inventory right-clicks on their "My Inventory" folder, viewer 1 code will send a massive number of Fetchinventory requests. Even though each is handled asynchronously via a pool thread, the sheer frequency of requests overwhelms the pool and freezes inbound packet handling. This change makes the first Fetchinventory thread also handle subsequent requests, freeing up the other threads. Further efficiencies could be made by handling all the items in a particular FetchInventory request together, rather than separately.
2011-06-03HG Landmarks now working.Diva Canto1-1/+1
2011-05-31Fill in the new OwnerData field in the LLUDP ScriptDialog message.Justin Clark-Casey (justincc)1-1/+13
If we don't do this then viewer 2.8 crashes. Resolves http://opensimulator.org/mantis/view.php?id=5510
2011-05-08The map is seriously broken. This doesn't fix it, but at least provides one ↵Diva Canto1-1/+1
more piece of data that seems to be required -- agent flags, which seem to be different in Viewer 2. WARNING: changes IClientAPI.
2011-04-19Requeue unacknowledged entity updates rather than resend then "as is".Dan Lake1-12/+47
Often, by the time the UDPServer realizes that an entity update packet has not been acknowledged, there is a newer update for the same entity already queued up or there is a higher priority update that should be sent first. This patch eliminates 1:1 packet resends for unacked entity update packets. Insteawd, unacked update packets are decomposed into the original entity updates and those updates are placed back into the priority queues based on their new priority but the original update timestamp. This will generally place them at the head of the line to be put back on the wire as a new outgoing packet but prevents the resend queue from filling up with multiple stale updates for the same entity. This new approach takes advantage of the UDP nature of the Linden protocol in that the intent of a reliable update packet is that if it goes unacknowledge, SOMETHING has to happen to get the update to the client. We are simply making sure that we are resending current object state rather than stale object state. Additionally, this patch includes a generalized callback mechanism so that any caller can specify their own method to call when a packet expires without being acknowledged. We use this mechanism to requeue update packets and otherwise use the UDPServer default method of just putting expired packets in the resend queue.
2011-04-18Requeue unacknowledged entity updates rather than resend then "as is".Dan Lake1-12/+47
Often, by the time the UDPServer realizes that an entity update packet has not been acknowledged, there is a newer update for the same entity already queued up or there is a higher priority update that should be sent first. This patch eliminates 1:1 packet resends for unacked entity update packets. Insteawd, unacked update packets are decomposed into the original entity updates and those updates are placed back into the priority queues based on their new priority but the original update timestamp. This will generally place them at the head of the line to be put back on the wire as a new outgoing packet but prevents the resend queue from filling up with multiple stale updates for the same entity. This new approach takes advantage of the UDP nature of the Linden protocol in that the intent of a reliable update packet is that if it goes unacknowledge, SOMETHING has to happen to get the update to the client. We are simply making sure that we are resending current object state rather than stale object state. Additionally, this patch includes a generalized callback mechanism so that any caller can specify their own method to call when a packet expires without being acknowledged. We use this mechanism to requeue update packets and otherwise use the UDPServer default method of just putting expired packets in the resend queue.
2011-04-17Correct the delegate for classified deletesMelanie1-1/+2
2011-04-13Fixed the update of items in the priority queue to enable bothMic Bowman1-0/+5
types of property updates to be specified. Not sure if one form of property update should supercede another. But for now the old OpenSim behavior is preserved by sending both.
2011-04-13First pass at moving object property requests into a queue similarMic Bowman1-18/+21
to the entity update queue. The number of property packets can become significant when selecting/deselecting large numbers of objects. This is experimental code.
2011-04-12Fixed the update of items in the priority queue to enable bothMic Bowman1-0/+5
types of property updates to be specified. Not sure if one form of property update should supercede another. But for now the old OpenSim behavior is preserved by sending both.
2011-04-12First pass at moving object property requests into a queue similarMic Bowman1-18/+21
to the entity update queue. The number of property packets can become significant when selecting/deselecting large numbers of objects. This is experimental code.
2011-04-12Fixed the update of items in the priority queue to enable bothMic Bowman1-0/+5
types of property updates to be specified. Not sure if one form of property update should supercede another. But for now the old OpenSim behavior is preserved by sending both.
2011-04-12First pass at moving object property requests into a queue similarMic Bowman1-18/+21
to the entity update queue. The number of property packets can become significant when selecting/deselecting large numbers of objects. This is experimental code.
2011-03-25Start using IPrimCounts populated by PrimCountModule instead of LandData ↵Justin Clark-Casey (justincc)1-1/+11
counts populated by LandManagementModule. In order to pass ILandObject into IClientAPI.SendLandProperties(), had to push ILandObject and IPrimCounts into OpenSim.Framework from OpenSim.Region.Framework.Interfaces, in order to avoid ci Counts are showing odd behaviour at the moment, this will be addressed shortly.
2010-12-30Implement SendPlacesReplyMelanie1-0/+19
2010-12-30Implement SendPlacesReplyMelanie1-0/+19